Three Visits — Magic: The Gathering card

Three Visits

{1}{G}
Sorcery

Search your library for a Forest card, put it onto the battlefield, then shuffle.

*Those who love the woods only wish to spread its majesty.*

Set Outlaws of Thunder Junction Commander
Rarity Uncommon
Mana Value 2
Artist Yeong-Hao Han
Collector # 209

Why Play Three Visits

Ramp spells that put lands directly into play untapped provide immediate mana acceleration, making Three Visits significantly stronger than basic land tutors that enter tapped. Green decks looking to cast expensive threats ahead of curve benefit from the guaranteed land drop and deck thinning effect. The ability to fetch any Forest, including dual lands with the Forest type, adds versatility in multicolor strategies where fixing and acceleration combine into a single efficient package.

Format Notes

Commander represents the primary home for Three Visits, where the singleton nature makes reliable ramp effects highly valuable and the multiplayer format rewards explosive starts. Legacy occasionally sees play in green ramp strategies, though it faces stiff competition from more powerful acceleration options. Pauper adoption remains limited due to the format's focus on lower-cost, higher-impact spells, but it can appear in green midrange builds seeking consistent mana development.

Combos & Synergies

Landfall triggers from cards like Lotus Cobra and Scute Swarm create immediate value when Three Visits resolves, turning ramp into additional resources or board presence. Nature's Lore provides redundancy for the same effect, allowing decks to run eight copies of untapped Forest tutoring. Fetchlands like Windswept Heath can be retrieved to enable additional landfall triggers or shuffle effects later in the game, maximizing the utility of each land-based interaction.